Other things, such gravity, camera settings and etc you can obtain from pc.app I guess.
So if you don’t like Editor at all, you have to abstract from entities:list. I think it’s possible too.
Okay, I just did the same. Now I have parser - it can parse current hierarchy, pack it just like an Editor and throw Json into your console. So you can use my method to build hierarchy back and it works pretty well.
The only thing it can’t - to get components from entity. For now I don’t know how to get it. And also it’s stinky, just a sketch.
Ah, got it. Anyway, there is no serialization method out of the box. Okay.
Well, my code has component serialization, but you should also add vectors and colors there. And other fields like material, textures or entity pointers
lol, yes that was what I was working towards. Seems we are of like mind, electron was my end target too.
However I’m not sure how far I will take it, mostly exploratory, learning playcanvas/webgl/html5 game engines
playcanvas was the first game engine that worked like my brain works. Superpowers game engine is an inspiration too
At the moment, I’m looking at threejs editor as a potential importer/exporter platform for playcanvas/others. Threejs already has a playcanvas model importer, but I need to explore further
Obviously I do not want to duplicate work. I’ll share more in a few days
What tools/libs are you using for your development stack?
I always use RiotJS for UI components (minimal, build process optional), but that is all I settled on so far
Any updates? I’m looking to use Playcanvas for an MMO game, and would love to hear what worked for you as a scene editor (for the backend). Was the three.js editor a good option in the end?